AX3SkeletalDeform - Skeletal deformation subresourcePoints lists may be linked to a skeleton, which allows them to be used for mesh deformation.struct terModelSkelDeformation string - Name of the skeleton to bind the points list to uint32 - Number of bone bindings. Adds to BoneBinding hint uint32 - Number of weight blends. Adds to WeightBlend hint string[] - Names of bone bindings terModelWeightBlend[] - Weight blends uint32[] - Indices of the weight blends for each point struct terModelWeightBlend uint32 - Number of weights. Adds to Weight hint terModelWeight[] - Weights struct terModelWeight uint32 - Index of the bone binding to use for this weight float32 - Weighting factor |
Normals - Vertex normal subresourceNormal subresources are used to manually assign normals to each vertex in a triangle mesh.struct terModelNormalList terModelNormal[] - Normals for each vertex struct terModelNormal float32[3] - Vertex normal |
CompressedNormals - Compressed normal subresourceCompressed normal subresources manually assign normals to each vertex in a triangle mesh, but uses a simplified, less-accurate normal representation.struct terModelCompressedNormalList terModelCompressedNormal[] - Normals for each vertex struct terModelCompressedNormal uint16 - Coefficient A uint16 - Coefficient B Normals can be regenerated from compressed data using the following formulae: cAR = Coefficient A * pi / 32768 cBR = Coefficient B * pi / 65535 Normal X = sin(cAR) * sin(cBR) Normal Y = cos(cAR) * sin(cBR) Normal Z = cos(cBR) |
Texture - Texture map subresourceTexture maps allow textures to be assigned to a model and contain other subresources pertaining to how to apply them.struct terModelTextureSection string - Texture to use for this mesh
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